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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Hi. Recent change to gentangents=true does not work right for me. The change make gentangents=true on by default when GLSL is turned on. AO maps are gone now. I think this what gentangents=true is supposed to enable? Maybe? But now they are disable. The trees do not sway and there are no normal maps. If I put gentangents=true back into local.cfg it still will not re-enable the AO maps like before the change. Without the AO maps the buildings look very flat. Can anyone confirm? EDIT: Alright, look like I have to manually toggle GLSL off and on in the in-game option menu. Then AO maps and normal maps and all that stuff show up. Maybe it has to reset the materialmgr.quality paramter or something. Still not good behavior. EDIT2: I recent install latest alpha and I have svn version too. Maybe installing latest alpha screw up a file in appdata or something?
  2. http://trac.wildfiregames.com/changeset/17344 Slowly adding Delenda Est feature to main game I see. Delenda Est version: { "pair": "pair_defensive_01", "genericName": "Murder Holes", "description": "Murder Holes allow defenders to fire or drop projectiles upon enemy units huddled along the base of the defenders' wall.", "cost": {"food": 0, "wood": 200, "stone": 100, "metal": 0}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", "icon": "murder_holes.png", "researchTime": 40, "tooltip": "Towers and Fortresses no longer have a minimum attack range.", "modifications": [ {"value": "Attack/Ranged/MinRange", "replace": 0} ], "affects": ["Tower", "Fortress"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"} n Okay so I think Im make the Principate Romans have to build Temple of Vesta to unlock Town Phase instead of a Triumphal Arch. Right now they have to build 2 Triumphal arch, 1 for Town Phase and 1 for City Phase, but I think it would be more interesting to build two different things insteead. Any thoughts? I think Principates should stick to 1st and 2nd century. Dominates will be later.
  3. Hmmm, yes a 90 degree (spins fast then locks?) rotation would be good for this camera mode I think too.
  4. Could the iso view cfg reduce the fog by a percenateg (something we can determine with simple testing)?
  5. Those dead ones are nice! The acacia's problem is probably the leaf texture. Look smudgy, I like the twigs coming out tho.
  6. https://www.reddit.com/r/programming/ https://www.reddit.com/r/programming/comments/3ukyqe/0_ad_a_free_opensource_game_of_ancient_warfare/ Please upvote more!!
  7. Look like he get graphical lag now. lol But I still enjoy his commentary. Good to get insight from casual player.
  8. Wat? I mean the binaries folder which include the whole game.
  9. I agree allow players to adjust and then their opinion can still not matter. j/k Realy yes allow player to adjust and then they can give a more accurate opinion on the changes. But there are many SVN player who have been playing with changes for a long time now and we know what need change to make better but no one hear. I think consensus is capture need to be more focus to and less general. If capture focuse more on thing like Civic Centers and Mercenary Camps and civic building, then caputre can remain the default over attack. If leave all building capturable (I do not support this, but let's devils advocate), then attack should be default and capture made Alt attack. It is okay though to have some release as experimental release just to understand what players will like and not like more fully. The changes in this release are severe, but sometime it okay to swing far in one direction to understand the limits of the design. I think for A20 the design should swing back. Team will find a center for this I think. Looking back on each alpha release, each one have its own flavor. Some, like A19, feel like completely different game.
  10. This is true. First download is big... BUT... after that each update is very small and fast. I think that would be what some people want. And if get SVN version the guy don't have to get the source, he can just get /binaries/. But who knows what his knowledge level is on this.
  11. If you only want to patch you should get development version (SVN).
  12. Very old topic, but it does propose solution for the z-fighting. I will test solution when I get home. I propose this be added to game as "Retro Camera" mode. I think to fix distance fog problem is to take some kind of value from the distance fog and lower it, but don't turn it off. The fog should still be there on some level even though technically there is no longer a "distance" from the camera (everything is flat now), because u do not want player to switch to Retro Camera to remove the fog and 'cheat'. my local.cfg settings in this topic more accurately repesent the retro feel than the parameters discussed in other topics. It removes zooming and prevent rotating camera. Another parameter that should be add is to prevent building rotation. edit: Fixed top post to include new line of code to fix z-fighting.
  13. I do not see this. If anything, the shadows are sharper in iso view because shadow map not stretch as much.
  14. Guys, I experiment with the local.cfg settings and come up with some good settings to try out isometric view. ; Isometric View view.zoom.min = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.max = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.default = 2500.0 ; Zoom needs to be this far because of low fovview.rotate.y.speed = 0.0 ; This prevents camera rotationview.rotate.x.speed = 0.0 ; This prevents camera tiltingview.fov = 2.0 ; This is what gives the nearly isometric viewview.near = 32.0 ; Near plane distance increased to prevent z-fighting Result: Compare with 45 fov: The isometric view is very easy to see when moving camera, but harder to tell difference in static screenshot. Guys it is like night and day. These setting disable rotating and zooming for real classic feel. I personally think the true 3D 45 degree FOV is better (everything to me in iso games look like they are sliding down the screen, and I think game world in 45 fov look more expansive), but maybe have this for game option in Alpga 20? Should be simple to add and could be fun to showcase when release. Some pros: Some people like this view and might find it easier. I get +15fps in this view. Could help player with low rig spec. Would be even better perf gain if game had alternative asset optimized for this view (back faces remove etc). A couple of problem: Action sounds cannot be heard. Camera zoom is too far away. Distance fog very heavy (again because zoom is very far). Clouds need to be disable in this view too. Anyway can be fun to add for Alpha 20 and maybe capture some of aok audience attention.
  15. I anticipate players may like capture feature at first because it is different, but will soon become annoy with it.
  16. For my mod I might redo unit actor for visual improvement (linothorax -> bronze cuirass, etc.).This would take a lot of modding for the technologies too (actor swap is a feature of technology json). Rank promotions changes would show with head gear and shield textures while body textures show tech armor upgrade. I suspect if I do this I will have to abandon the rank upgrade visual differences. If only techs could swap prop actor too.
  17. Lions/Lioness need a lot of help too.
  18. GAME need hardware or firmware detection for this. Is difficult? Difficult or not it should be done.
  19. Think tho, game is no good if player lose interest after only some weeks. Replayability is the hallmark of good game.
  20. I don't think the game need more resource, just more interesting way to get each one. I think getting metal should be different from getting stone. I would like the game to have metal mines and stone quarries. Real ones. Stone quarries look like open pit quarry. They are large and skinned for biome (sandstone pit mine for Egypt, etc.). They are more rare than stone mine are now, but are something like 10,000 stone or 20,000 stone, so can eventually be exhaust but last a long time. So, probably 4 per player on the map (fewer per player as number of player goes up, to encourage trade).Metal mine look like opening to a shaft mine with a slot next to it. Build storehouse on the slot to gain control. You garrison units inside the shaft mine to gather the metal. They come out and deposit the metal at the Storehouse (like Vespeen Gas mine in Starcraft). They are rare, remote, and infinite. Maybe 2 per player on the map (fewer per player as number of player goes up, to encourage trade). If Storehouse detsoy by enemy, the "entrance" to the mine "collapses" and any of your unit inside die. Enemy can build Storhouse on the slot and the mine entrance reopen.There are 1 deposit of the current stone and metal objects in the player starting territory to start of the match. After those exhauste the player need to find the open pit quarruies and shaft mines.If we were to add resource, I would want it to be GLORY*. It is gain by fighting (some unit gain more glory than other; Basic->Advance->Elite->Champion->Hero) and by building special buildings and Wonders. Temple trickle it. Heroes can cost Glory. Extra-strong Phase IV techs can cost GLORY. Upgrading rank of units can cost GLORY. Like, you can select a battalion and rank them all up at same time if you have enough Glory. *It can be call anything, like Influence or whatever, but Glory sound good to me.
  21. I think their game look very dark. Anyone else get impression like that? Game needs specular if it doesn't alrdy.
  22. Yes. gentangents=truematerialmgr.quality=10 There is no danger that I know of. Comment in code is extra cautious. Other will know more.
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